VRs are fine - easily scouted and easily countered.
Four gate is actually a far more potent threat against both Terran and Zerg. You can scout 4 gate all day long and it will still likely end up decimating you. Producing units as powerful as Stalkers at such a high rate is extremely powerful. I'm sure many Protoss players will bristle at this suggestion, but it will likely be nerfed to a certain extent. And good lord when they mix in sentry force fields. Brutal. Collosi are fine, there's no need to nerf them.
The only solution I've found as Terran is to spam tanks and park outside of their base, hoping they herp derp and send their stalkers out through the choke. Mix in some EMPs and MMM. Otherwise, GG.
As Zerg, of course, you need to rush and overwhelm Protoss before mid or end game, whereupon you are done.
VR's are easily countered by marines
And unless the Terran is doing something horribly wrong, MM > 4gate. It's laughable how fast marauders eat through stalkers and kite zealots with the slow. If they stay 4gate by the time I get Medivacs or Ghosts the game is already over. There is a reason why the majority of toss whiners on the SC2 forums cry over marauders, in general Rax units > gateway units. The only thing you have to watch for is Colossi and then you just get vikings and LOL to victory.
Could be that 90% of toss players 4gate because it is mind-numbingly easy to play and they really don't know what to do when countered, but I've had very little problems with it.